Currently viewers and previews only display node trees that have at least one node with fixed resolution size. When all inputs are generated, nothing is displayed in most cases (RGB Node is displayed as a single pixel on previews). By generated I mean inputs not having resolution on their own, they create content dynamically given an output resolution.
This patch adds support for those cases by using an appropriate preferred resolution on Viewers/Previews which propagates to generated inputs as output resolution. Now:
- Viewers will display generated inputs with scene render resolution.
- Previews will display them with scene aspect ratio.
This is consistent with final render result and respects relative space.
The benefit for the user is being able to compose images without any input source. For example for creating mask images or simple backgrounds.
Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D10611
Currently, when a taper object is specified, the radius of the spline is
ignored. This patch adds a new option to control how the taper object
affect the effective radius of the spline. The option allow three modes
of operation:
- Override: The old method. The radius of the spline is ignored and
overridden.
- Multiply: The radius of the spline is multiplied by the taper radius.
- Add: The radius of the spline is added to the taper radius.
Ref D10779
No need for a module to define a single panel, since this is an
object panel it can be included with other object panels.
If centralizing line-art properties is needed in the future,
this can be done in a `*_common` module.
The description was missing from the Quick Liquid operator.
The fix adds the following description:
"Make selected objects liquid"
Reviewed By: sebbas
Maniphest Tasks: T86746
Differential Revision: https://developer.blender.org/D10777
- Make properties alligned
- Add decorate to volume
- Add heading to Grease Pencil and Transparent
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10663
Add option to override current frame whem transforming strip handles.
Option can be found in View menu of VSE preview, or in timeline when
using backdrop.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10424
Bold and italic fonts can be switched quickly by presing corresponding
button.
Reviewed By: ISS
Differential Revision: https://developer.blender.org/D10542
This adds 2 new sliders for light objects that modulates the diffuse
light and the volume light intensities.
This also changes the way volume light is computed using point lamp
representation. We use "Point Light Attenuation Without Singularity"
from Cem Yuksel instead of the usual inverse square law.
This patch adds data about instances generated by geometry nodes
to the spreadsheet. The transform data is decomposed into position,
rotation, and scale, and there is a name column to display the name
of the instanced object or collection.
This data is implemented specifically for the spreadsheet, because
we're not sure that we want to expose this data as attributes for the
use elsewhere.
Differential Revision: https://developer.blender.org/D10770
Caused by {rB2917f550caa9} which renamed the entry in the toolsystem,
but not the corresponding keymap.
Maniphest Tasks: T86548
Differential Revision: https://developer.blender.org/D10725
Following concerns raised in the commit that changed the name initially,
rB2e19509e60b39837, it makes more sense to keep the "Surface" name for
this node because it has a specific meaning that should not be confused
with other types of subdivision.
Changes include:
- Use `IFACE_` for UI labels set in the modifier panels
- Use a sub-sub-panel for transparency
- Fix grammar and spelling mistakes
- Use more natural user-friendly wording
- Make descriptions more specific and more useful
- Don't capitalize "line art" in descriptions (tooltips)
These changes are aimed at making the UI strings more consistent with
the rest of the UI and being more helpful to someone trying to understand
how to use the modifier.
Differential Revision: https://developer.blender.org/D10750
This patch adds the ability to mute individual wires in the node editor.
This is invoked like the cut links operator but with a new shortcut.
Mute = Ctrl + Alt
Cut = Ctrl
Dragging over wires will toggle the mute state for that wire.
The muted wires are drawn in red with a bar across the center.
Red is used in the nodes context to indicate invalid links, muted links and internal links.
When a wire is muted it exposes the original node buttons which are normally hidden when a wire is connected.
Downstream and upstream links connected using reroute nodes are also muted.
Outside scope of patch:
- Add support for pynodes e.g. Animation Nodes
- Requires minor change to check for muted links using the `is_muted` link property or the `is_linked` socket property.
Maniphest Tasks: T52659
Differential Revision: https://developer.blender.org/D2807
This change shows the object or material name with the cursor when picking for a cryptomatte node.
Reviewed By: Julian Eisel
Differential Revision: https://developer.blender.org/D10705
This commit includes nodes to build the following primitives:
- Cone
- Cylinder
- Circle
- Cube
- UV Sphere
- Ico Sphere
- Line
- Plane/Grid
In general the inputs are the same as the corresponding operators
in the 3D view.
**Line Primitive**
The line primitive has two modes-- adding vertices between two end
points, or adding vertices each at an offset from the start point.
For the former mode, there is a choice between a vertex count
and a distance between each point.
**Plane Primitive**
This commit includes the "Plane" and "Grid" primitives as one node.
Generally primitives are named after the simpler form of the shape they
create (i.e. "Cone" can make some more complex shapes). Also, generally
you want to tweak the number of subdivisions anyway, so defaulting to
plane is not an inconvenience. And generally having fewer redundant
base primitives is better.
**Future Improvements**
A following patch proposes to improve the speed of the cylinder, cone,
and sphere primitives: D10730. Additional possible future improvements
would be adding subdivisions to the cube node and rings to the cone
and cylinder nodes.
Differential Revision: https://developer.blender.org/D10715
This adds the LineArt grease pencil modifier.
It takes objects or collections as input and generates various grease
pencil lines from these objects with the help of the active scene
camera. For example it can generate contour lines, intersection lines
and crease lines to name a few.
This is really useful as artists can then use 3D meshes to automatically
generate grease pencil lines for characters, enviroments or other
visualization purposes.
These lines can then be baked and edited as regular grease pencil lines.
Reviewed By: Sebastian Parborg, Antonio Vazquez, Matias Mendiola
Differential Revision: http://developer.blender.org/D8758
Add implicit `int32 to Color4f` conversion. Matches `int32 to float3` conversion logic.
This may not be the most useful conversion but prevents an error in the Attribute Convert node.
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10686
Build proxies automatically when added to sequencer timeline and when
switching preview size.
This behavior can be disabled in user preferences.
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10363
- Remove Full Render size from VSE preview size. Use just 100% instead.
- Add Use Proxies checkbox to control whether proxies are used globally
- Move preview size to top so it is most prominent
- Set default to 100% preview size and use proxies
Reviewed By: sergey, fsiddi
Differential Revision: https://developer.blender.org/D10362
In the current implementation, cryptomatte passes are connected to the node
and elements are picked by using the eyedropper tool on a special pick channel.
This design has two disadvantages - both connecting all passes individually
and always having to switch to the picker channel are tedious.
With the new design, the user selects the RenderLayer or Image from which the
Cryptomatte layers are directly loaded (the type of pass is determined by an
enum). This allows the node to automatically detect all relevant passes.
Then, when using the eyedropper tool, the operator looks up the selected
coordinates from the picked Image, Node backdrop or Clip and reads the picked
object directly from the Renderlayer/Image, therefore allowing to pick in any
context (e.g. by clicking on the Combined pass in the Image Viewer). The
sampled color is looked up in the metadata and the actual name is stored
in the cryptomatte node. This also allows to remove a hash by just removing
the name from the matte id.
Technically there is some loss of flexibility because the Cryptomatte pass
inputs can no longer be connected to other nodes, but since any compositing
done on them is likely to break the Cryptomatte system anyways, this isn't
really a concern in practise.
In the future, this would also allow to automatically translate values to names
by looking up the value in the associated metadata of the input, or to get a
better visualization of overlapping areas in the Pick output since we could
blend colors now that the output doesn't have to contain the exact value.
Idea + Original patch: Lucas Stockner
Reviewed By: Brecht van Lommel
Differential Revision: https://developer.blender.org/D3959
There are two caveats of the current implementation which still need
to be resolved in a separate step:
* In theory the data on the original object can be editable in the spreadsheet.
* If a complex object is in edit mode, and its original data is displayed,
the drawing code can be slow, because the bmesh is converted to a mesh
every time. The proper solution is to draw the data from the bmesh directly.
This should become easier after an upcoming refactor.
Ref T86141.
Differential Revision: https://developer.blender.org/D10701
Currently (in geometry nodes) you can delete the group input or group
output nodes with no way to get them back without copy and paste. This
adds them to the "Group" submenu of the add menu so at least there is
a way to add them back.
Additionally, these nodes are moved to the "Group" submenu for all node
editors. This makes sense since they are not like the other input or
output nodes, they really just relate to how groups are organized.
Differential Revision: https://developer.blender.org/D10241
The Attribute Convert node provides functionality to change attributes
between different domains and data types. Before it was impossible to
write to a UV Map attribute with the attribute math nodes since they
did not output a 2D vector type. This makes it possible to
"convert into" a UV map attribute.
The data type conversion uses the implicit conversions provided by
`\nodes\intern\node_tree_multi_function.cc`.
The `Auto` domain mode chooses the domain based on the following rules:
1. If the result attribute already exists, use that domain.
2. If the result attribute doesn't exist, use the source attribute domain.
3. Otherwise use the default domain (points).
See {T85700}
Differential Revision: https://developer.blender.org/D10624
This operator initializes mask values for the entire mesh. It supports
different modes for initializing those values, and more will be added in
the future.
The initial version supports generating a random mask per vertex, Face
Sets or loose parts. These masks are useful for introducing variations
in the model using the filters (both shapes and colors).
Reviewed By: JacquesLucke
Differential Revision: https://developer.blender.org/D10679